SAAM’S GAMES OF TWENTY NINETEEN
019 was a weird year for me. It was filled with a lot of introspection and internal challenges. A lot of this year was holding up a mirror to myself and asking WHO ARE YOU AND WHY ARE YOU HOLDING A MIRROR?! For games it was, to be honest an “okay” year for games. Nothing this year really blew me away, but I also may just be getting tired of games in general. More on that later. Let’s get to my opinions on this year’s games.
BEST ORGANIZED
WILMOT’S WAREHOUSE
You’re probably looking at this image and thinking, What is this chaotic trash pile of shapes. And I’d say yes...it’s chaos, but organized chaos. Wilmot’s Warehouse came into my life at a time where things around me were in a nightmarish whirlwind. Existing online and IRL was a challenge, but there was one place where I could keep my head straight and that was in Wilmot’s Warehouse. If I described the gameplay to you it would probably put you to sleep. To put it simply, WW is a game about organizing a space that continues to grow and change over time. It feeds into that part of my brain that likes to tidy up occasionally. It’s kind of a more organized tetris. WW never really stressed me out even as the warehouse became more and more cluttered, there was something very satisfying about categorizing all the shipments and finding an optimal path through the trash catacombs I had created. If you’re looking to kick back and get your Marie Kondo on, check out Wimot’s Warehouse.
BEST REMEDY ASS REMEDY GAME
CONTROL
I’ve been a fan of Remedy Games since the original Max Payne, so when I found out they were basically making their own version of PsyOps with striking Brutalistic architecture I knew it was going to be my jam. What really sets CONTROL apart from any AAA counterpart is that it’s true to being a Remedy game. It’s got corny live action footage, cheesy references to their other games, and some good third person action. In the AAA world a lot of games get diluted to fit a certain bill, but Remedy did not give two fucks about making something that was universally appealing and instead shifted the gears to full blown Remedy Ass Remedy Game. Also the Finnish janitor might be god or something.
BEST PACKAGE
A SHORT HIKE
A Short Hike is the ideal game I’d love to see on my Switch. A game that holds your attention for a couple of hours, does what it needs to do and says what it wants to say then it’s over. No extra achievements or long stretches of side quests. Like Wilmot’s Warehouse it’s another game I found to be very relaxing without having to really invest a lot of time into or have strong dopamine cycles *cough* Stardew *cough*. It’s got a pretty typical twee aesthetic that’s pouring into indie circles and your fair share of cutesy animal friend NPCs, but it’s got a decent amount of heart. It’s probably the game I’d recommend the most to people if I cared about recommending games to people anymore.
BEST HIDEO KOJIMA GAME DIRECTED BY HIDEO KOJIMA
DEATH STRANDING
There’s probably a lot I could say about this game, but I’m just going to keep it short. I enjoyed my time with Death Stranding, traveling across the United Cities of America in order to reconnect everyone. Most people are gonna tell you this game is “weird”, but the fiction of the world all checks out to me. There’s rain that speeds up time so everyone lives underground and there’s ghost people that only certain people with a allergic trait can see, makes sense. DS might have some of my favorite moments in a videogame from this year and some of my favorite lines. When Kojima said he was going to start his own studio in 2015 after the fallout of MGS V I was excited to see him unleashed. Death Stranding is just that, it’s interesting, but also boring at times. It’s a game about really thinking about your path from point A to point B and maybe seeing if you want to take a detour to point C. It’s a big series of fetch quests, but Kojima really wants you to think about how you’re going to make it across snowy mountains or ghost filled forests. Just like this writeup, Death Stranding is a game that doesn’t want to end. When it starts to turn into a videogame ass videogame and you think it’s coming to its conclusion it’s not. Kojima wants to aggressively shake you as he explains every single detail of the plot, but also screaming “I MADE THIS VIDEOGAME, DO YOU SEE THIS, I MADE THIS SHIT!”. And I don’t blame him tbh, it’s a feat to make a game, especially one where you can use your excrement to defeat enemies. By the time I was done with Death Stranding I just thought “y’know if someone told me this would be the last videogame I’d ever play then I’d be completely fine with that.” Not necessarily in a bad way, but just in a “ok videogames are done” kind of way.
BEST IMPROV GAME
AI DUNGEON 2
AI Dungeon 2 is like playing a game of D&D with your own personal DM improviser. It’s free and you should try it. I don’t want to say much more.
BEST GAME BY FRIENDS
OVERLAND
Overland is a game I’ve been watching grow over the past 5 years. It’s made by some dear friends of mine, hell I’m even in the special thanks. It’s a pretty divisive game, I feel like it falls into the camp of games like last year’s Below. A game that was worked on for years and stuck to its core design while the world of game design changed around it. It’s a tough game that asks you to think critically about every decision. Most games of the past few years have adapted to creating dopamine cycles and reward systems to keep the player glued to their game system of choice. Overland isn’t a game about rewarding you for taking out enemies, but more about getting out of a tough situation by the skin of your teeth. If you make a mistake in Overland the game will repeatedly remind you of it, as you walk away limping it wants you to remember “hey remember that thing you did back there? it was the wrong choice you moron, don’t forget.” I haven’t played it recently but it seems like some of these grievances have been addressed to make the game a bit more friendly to newcomers. I appreciate Overland’s design, it’s a game that wasn’t willing to change based on games that came before it, the Into the Breaches and Dead Cells of the world. Do I think more people would’ve played Overland if it had unlockable skills and reward loops? Yes, yes I do, but it wasn’t the game Finji was trying to make. When you’re making a game like Overland you could probably think back to all the decisions you made or didn’t make to change it, but what’s important at the end is asking yourself if you’re happy with what you made. And I’m very happy Overland was made.
BEST GAME EVERYONE LIKED AND I DON’T GET WHY PEOPLE LIKE THIS GAME IT’S SUPER BORING
OUTERWILDS
I don’t know i flew a clunky spaceship and got swallowed by a giant fish or something. I walk around a planet and find some text then my eyes glaze over. How about instead of describing this game as magical and shit, just tell me what’s good about it goddamn I don’t have 8+ hours to find out why this game is good. And I don’t need action in it or whatever, I mean I played Death Stranding where you spend most of your time trying to not fall over.
BEST GAME BY ME
PRE-SHAVE
You’re probably saying “Wow Saam, is your ego that big that you put your own game on your 2019 game list.” And to that I say “Fuck off”. Pre-Shave is probably my favorite thing I’ve made. It’s the first game that I wasn’t trying to trap my feelings / thoughts in some metaphors about platforming or some bullshit. It’s quirky, it’s real, and it’s me. It was probably the easiest thing to make, it flowed so naturally over the couple of weeks I made it. I didn’t feel any large stumbles in the design. At a time where I was burnt out and honestly ready to just be done with everything, I was invited to show Pre-Shave at the Smithsonian. I made a special co-op version of the game where 2 people can play and it revitalized my excitement for making games. I felt like I made something that not only connected with people, but was just generally appealing. People would come by, stare at the screen and smile / laugh at what was going on. They would tell their friends about it and tell me how much they enjoyed playing. Making games can be disheartening when you haven’t released anything in a long time or just get negative comments online, but seeing people in person actually enjoying my work really helped me. I don’t have any immediate plans for the current version of Pre-Shave, but do want to explore the subject matter in a different medium. So yeah, I liked my own game a lot.
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As the decade comes to a close I’m reflecting a lot on where I was at the beginning of it. My game design career just starting as I entered art school wide-eyed ready to be the great game designer anyone had ever seen (LOL). I’m looking back on the collaborations I’ve had, the things I’ve accomplished and mistakes I’ve made a long with way. I’m not sure what this next decade holds for me. Right now there’s a few projects left that I’d like to finish. After that, who knows? I’m going to try my best to play less games next year. (Maybe I’ll just play Animal Crossing). For 2020 I’ll be focusing on my own games. Cheers.








